0
0

I added FMOD to my Tetris game for background music and was relaxing back when suddenly I realized I’d used static binding, and my distribution method would necessitate dynamic binding. I broke out in a cold sweat and my heart raced as I realized I might have to switch sound engines.

Then I realized that I only use eight FMOD functions, and I could do the dynamic binding myself fairly easily. So I started breathing again.

But it still took a bit of time to write the code.

Is something like this in the cards?

  • You must to post comments
0
0

I had considered doing a dynamically bound version of FMOD, but functionally it would not have been much different to the current statically bound version. It would also be a lot more code in the FMOD unit to facilitate the dynamic binding.

What were the reasons that your application needed FMOD to be dynamically bound?

<font size=-1>[ This Message was edited by: Sly on 2001-08-29 15:45 ]</font>

  • You must to post comments
0
0

Because my application is my setup application, and as such, it can’t require a DLL that it’s going to install.

  • You must to post comments
Showing 2 results
Your Answer

Please first to submit.